
🚧 On April 20, we’ll be rolling out a new test for the Trial Mode feature to 50% of players.
If you are randomly chosen, you’ll be given the chance to try out Epic and Legendary Mechs and Weapons for free without having to own them.
When previewing eligible content, you’ll see a new “Try” button. Tapping it will launch a test battle against bots, allowing you to experience a Weapon or Mech in action before purchasing it.
To ensure a fair and consistent testing environment, all Trial Mode battles will use:
⚔️ Predefined Ranks
⚔️ No Pilots
⚔️ No Implants
⚔️ Standard battle settings
The rollout is limited at first to help us closely monitor performance, stability, and any technical issues before deciding on a wider release.
If the test is successful, Trial Mode will become available to all players.
Stay tuned for more updates!
#MechArena #ContentTrial #Test
Subject: Feedback and Suggestions for the New Trial Mode
I recently had the chance to test the new Trial Mode on a friend's account, and while the addition is welcome, there is significant room for improvement. Based on my experience, here are a few suggestions to make the mode a truly useful tool for the community:
The current selection logic is a bit too random. Since the fundamental purpose of a Trial Mode is future planning and cost management, players need total control.
The Fix: Allow players to manually pair a specific Mech with a specific Weapon set (e.g., testing Orion with dual Railgun 8s).
The Implementation: Integrate the "Trial" button directly into the Gear Hub. This allows players to experiment with items they don't yet own before committing resources.
Testing a long-range Sniper build on a cramped, cluttered map doesn't provide accurate data.
The Fix: Give players a choice between a few map types—ideally two "Open" maps for long-range testing and two "Closed/Cramped" maps for CQC and splash damage testing.
Game Modes: Allow a toggle between 1v1 (Controlled Testing) and 5v5 (Live Combat Simulation).
To properly test Mechs and hitboxes, we need the test dummy to do more than just stand there or wander aimlessly. I suggest adding a command menu for the bot in 1v1 mode:
Idle: For pure DPS and damage-per-clip testing.
Move: To test lead-aiming, projectile travel time, and blast radius on moving targets.
Hide/Cover: To test how weapons interact with hitboxes and splash damage around corners.
Attack: To see how a Mech’s durability or defensive abilities hold up under direct fire.
While 1v1 is for refurbishing and stats, the 5v5 Trial should serve as a performance benchmark. Updating the map rotation for this mode will ensure players can see how a loadout performs in an actual match environment.
That is all from me as how I see things right now...
Hope you read it and make use of the suggestions.
Thanks.
cool! but one thing, (i may have missed this) if we choose to test a weapon, how do we put the weapon on a mech? I mean you cant have a weapon without a mech (unless your literally adding that) also i'm just guessing, but if we choose a mech we won't have a weapon equpped on it right? I'm not sure about any of these and i'm not makign suggestions but can someone please answer me? Also realy sorry if i missed any hints about these questions
The system automatically sets up a ready-to-use test loadout for you. So you don’t need to manually equip anything.